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Posted
9 hours ago, Miles Upshur said:

I guess we disagree on how a progression based game should unfold. In most instances when I defeat a boss in any video game, I could do it again and it would often feel significantly easier than doing it the first time.

I think we are in agreement, or at least closer than you think. It's not that I have a better understanding of EoC that makes it significantly easier, it's that the loot drop from EoC made killing him again trivial, in this case by giving you the ability to not only negate his dash attack (at least until he goes hyper) but do significant damage to him to boot. Such significant damage that once you get him to the second phase, you can kill him using only the shield, a basic hook, and a handful of potions.

SoC alone also makes it so that almost all surface critters with the possible exception of jungle bats (because of their numbers) are in the camp of, "Go, I say, go away, son, ya bother me." Which is exactly what you are saying of surface drifters. Think of whatever you consider your first decent armor as the SoC and you have that same situation.

VS does this better, IMO, in that the "loot drop" from finishing RA doesn't do much to make a hypothetical second run through the RA a cakewalk. If anything, I'd argue the loot drop is somewhat underwhelming, though it's possible that there are future blueprints to improve it to something useful.

 

15 hours ago, MassiveHobo said:

For example I do storage this way, my access to 11 trunks and 11 crates only takes up a 2x3 area and maintains indoor status,

Not quite sure I'm following you here. The chests count as walls now? Or don't you care about room status? Are those stairs around the trunks in the x3 side? Presumably so you can replace the chests with trunks and still be able to access the lower trunk?

Posted
4 hours ago, Thorfinn said:

I think we are in agreement, or at least closer than you think. It's not that I have a better understanding of EoC that makes it significantly easier, it's that the loot drop from EoC made killing him again trivial, in this case by giving you the ability to not only negate his dash attack (at least until he goes hyper) but do significant damage to him to boot. Such significant damage that once you get him to the second phase, you can kill him using only the shield, a basic hook, and a handful of potions.

SoC alone also makes it so that almost all surface critters with the possible exception of jungle bats (because of their numbers) are in the camp of, "Go, I say, go away, son, ya bother me." Which is exactly what you are saying of surface drifters. Think of whatever you consider your first decent armor as the SoC and you have that same situation.

VS does this better, IMO, in that the "loot drop" from finishing RA doesn't do much to make a hypothetical second run through the RA a cakewalk. If anything, I'd argue the loot drop is somewhat underwhelming, though it's possible that there are future blueprints to improve it to something useful.

If you're beating the EoC with only the SoC a hook and some potions, I'd say you certainly have a better understanding of EoC that makes it significantly less threatening. But the goal of Terraria is to become a powerful champion of the world by defeating an ancient celestial god, so you're supposed to feel like you're stronger when you take down a big threat. Jungle bats getting swatted down once you're geared up is exactly the purpose they were meant to fulfill. And yet they still get their comeback when flying foxes emerge in hardmode. 

I don't think that's something that VS needs to do, since the premise of VS is primarily survival, and uncovering the mystery of the world. Terraria is combat oriented and has hundreds of enemies to spread throughout the game, but VS only has a few dozen so they should get the most out of them and maintain the dreary atmosphere they're meant to create.  

Posted
6 hours ago, Thorfinn said:

VS does this better, IMO, in that the "loot drop" from finishing RA doesn't do much to make a hypothetical second run through the RA a cakewalk. If anything, I'd argue the loot drop is somewhat underwhelming, though it's possible that there are future blueprints to improve it to something useful.

It was underwhelming. I had forgotten its existence when adventuring through the second chapter, and sorely missed having it. Let's just say I spent more time than I'd like to admit as a Blackguard pancake. 🤣 Now I'm also pretty sure chapter two is able to be completed without the glider, but I would highly recommend bringing one with you, just in case. Better to have it and not need it, than to want it but not have it.

Posted
On 12/28/2024 at 9:18 AM, Thorfinn said:

Not quite sure I'm following you here. The chests count as walls now? Or don't you care about room status? Are those stairs around the trunks in the x3 side? Presumably so you can replace the chests with trunks and still be able to access the lower trunk?

The chests end up buried, they are recessed into the walls below my floor so I can access all of them from one little corner of a room where there is only a 1x3 slit in the floor. 

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  • 1 month later...
Posted

The game already has rooms as a mechanically identified thing. Is there any reason just having monsters not spawn in rooms so your house/base/castle is your safe haven? That seems to be the simplest way to solve the monsters spawn in player builds issue.

Do any of the dungeons/ruins count rooms? I suspect not because of the ruined doors not counting as sealing the space.

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